コード例 #1
0
static void
XAUDIO2_DetectDevices(int iscapture, SDL_AddAudioDevice addfn)
{
    IXAudio2 *ixa2 = NULL;
    UINT32 devcount = 0;
    UINT32 i = 0;
    void *ptr = NULL;

    if (iscapture) {
        SDL_SetError("XAudio2: capture devices unsupported.");
        return;
    } else if (XAudio2Create(&ixa2, 0, XAUDIO2_DEFAULT_PROCESSOR) != S_OK) {
        SDL_SetError("XAudio2: XAudio2Create() failed.");
        return;
    } else if (IXAudio2_GetDeviceCount(ixa2, &devcount) != S_OK) {
        SDL_SetError("XAudio2: IXAudio2::GetDeviceCount() failed.");
        IXAudio2_Release(ixa2);
        return;
    }

    for (i = 0; i < devcount; i++) {
        XAUDIO2_DEVICE_DETAILS details;
        if (IXAudio2_GetDeviceDetails(ixa2, i, &details) == S_OK) {
            char *str = utf16_to_utf8(details.DisplayName);
            if (str != NULL) {
                addfn(str);
                SDL_free(str);  /* addfn() made a copy of the string. */
            }
        }
    }

    IXAudio2_Release(ixa2);
}
コード例 #2
0
ファイル: SDL_xaudio2.c プロジェクト: Distrotech/SDL
static void
XAUDIO2_DetectDevices(void)
{
    IXAudio2 *ixa2 = NULL;
    UINT32 devcount = 0;
    UINT32 i = 0;

    if (XAudio2Create(&ixa2, 0, XAUDIO2_DEFAULT_PROCESSOR) != S_OK) {
        SDL_SetError("XAudio2: XAudio2Create() failed at detection.");
        return;
    } else if (IXAudio2_GetDeviceCount(ixa2, &devcount) != S_OK) {
        SDL_SetError("XAudio2: IXAudio2::GetDeviceCount() failed.");
        IXAudio2_Release(ixa2);
        return;
    }

    for (i = 0; i < devcount; i++) {
        XAUDIO2_DEVICE_DETAILS details;
        if (IXAudio2_GetDeviceDetails(ixa2, i, &details) == S_OK) {
            char *str = WIN_StringToUTF8(details.DisplayName);
            if (str != NULL) {
                SDL_AddAudioDevice(SDL_FALSE, str, (void *) ((size_t) i+1));
                SDL_free(str);  /* SDL_AddAudioDevice made a copy of the string. */
            }
        }
    }

    IXAudio2_Release(ixa2);
}
コード例 #3
0
ファイル: xaudio_dll.c プロジェクト: AlexSteel/wine
HRESULT WINAPI XAudio2Create(IXAudio2 **ppxa2, UINT32 flags, XAUDIO2_PROCESSOR proc)
{
    HRESULT hr;
    IXAudio2 *xa2;
    IXAudio27 *xa27;

    /* create XAudio2 2.8 instance */
    hr = CoCreateInstance(&CLSID_XAudio2, NULL, CLSCTX_INPROC_SERVER,
            &IID_IXAudio2, (void**)&xa2);
    if(FAILED(hr))
        return hr;

    hr = IXAudio2_QueryInterface(xa2, &IID_IXAudio27, (void**)&xa27);
    if(FAILED(hr)){
        IXAudio2_Release(xa2);
        return hr;
    }

    hr = IXAudio27_Initialize(xa27, flags, proc);
    if(FAILED(hr)){
        IXAudio27_Release(xa27);
        IXAudio2_Release(xa2);
        return hr;
    }

    IXAudio27_Release(xa27);

    *ppxa2 = xa2;

    return S_OK;
}
コード例 #4
0
ファイル: SDL_xaudio2.c プロジェクト: Arvoreen/Lincity4droid
static int
XAUDIO2_Init(SDL_AudioDriverImpl * impl)
{
    /* XAudio2Create() is a macro that uses COM; we don't load the .dll */
    IXAudio2 *ixa2 = NULL;
    if (FAILED(WIN_CoInitialize())) {
        SDL_SetError("XAudio2: CoInitialize() failed");
        return 0;
    }

    if (XAudio2Create(&ixa2, 0, XAUDIO2_DEFAULT_PROCESSOR) != S_OK) {
        WIN_CoUninitialize();
        SDL_SetError("XAudio2: XAudio2Create() failed");
        return 0;  /* not available. */
    }
    IXAudio2_Release(ixa2);

    /* Set the function pointers */
    impl->DetectDevices = XAUDIO2_DetectDevices;
    impl->OpenDevice = XAUDIO2_OpenDevice;
    impl->PlayDevice = XAUDIO2_PlayDevice;
    impl->WaitDevice = XAUDIO2_WaitDevice;
    impl->WaitDone = XAUDIO2_WaitDone;
    impl->GetDeviceBuf = XAUDIO2_GetDeviceBuf;
    impl->CloseDevice = XAUDIO2_CloseDevice;
    impl->Deinitialize = XAUDIO2_Deinitialize;

    return 1;   /* this audio target is available. */
}
コード例 #5
0
gc_result gaX_device_close_xaudio2(ga_DeviceImpl_XAudio2* in_device)
{
  gc_int32 i;
  if(in_device->source)
  {
    IXAudio2SourceVoice_Stop(in_device->source, 0, XAUDIO2_COMMIT_NOW);
    IXAudio2SourceVoice_FlushSourceBuffers(in_device->source);
    IXAudio2SourceVoice_DestroyVoice(in_device->source);
  }
  if(in_device->xa)
    IXAudio2_StopEngine(in_device->xa);
  if(in_device->master)
    IXAudio2MasteringVoice_DestroyVoice(in_device->master);
  if(in_device->xa)
    IXAudio2_Release(in_device->xa);
  CoUninitialize();

  for(i = 0; i < in_device->numBuffers; ++i)
    gcX_ops->freeFunc(in_device->buffers[i]);
  gcX_ops->freeFunc(in_device->buffers);
  in_device->devType = GA_DEVICE_TYPE_UNKNOWN;
  in_device->source = 0;
  in_device->master = 0;
  in_device->xa = 0;
  gcX_ops->freeFunc(in_device);
  return GC_SUCCESS;
}
コード例 #6
0
ファイル: xaudio.c プロジェクト: leiradel/RetroArch
static void xaudio2_free(xaudio2_t *handle)
{
   if (!handle)
      return;

   if (handle->pSourceVoice)
   {
      IXAudio2SourceVoice_Stop(handle->pSourceVoice,
            0, XAUDIO2_COMMIT_NOW);
      IXAudio2SourceVoice_DestroyVoice(handle->pSourceVoice);
   }

   if (handle->pMasterVoice)
   {
      IXAudio2MasteringVoice_DestroyVoice(handle->pMasterVoice);
   }

   if (handle->pXAudio2)
   {
      IXAudio2_Release(handle->pXAudio2);
   }

   if (handle->hEvent)
      CloseHandle(handle->hEvent);

   free(handle->buf);

#if defined(__cplusplus) && !defined(CINTERFACE)
   delete handle;
#else
   free(handle);
#endif
}
コード例 #7
0
static int
XAUDIO2_Init(SDL_AudioDriverImpl * impl)
{
#ifndef SDL_XAUDIO2_HAS_SDK
    SDL_SetError("XAudio2: SDL was built without XAudio2 support (old DirectX SDK).");
    return 0;  /* no XAudio2 support, ever. Update your SDK! */
#else
    /* XAudio2Create() is a macro that uses COM; we don't load the .dll */
    IXAudio2 *ixa2 = NULL;
    if (FAILED(WIN_CoInitialize())) {
        SDL_SetError("XAudio2: CoInitialize() failed");
        return 0;
    }

    if (XAudio2Create(&ixa2, 0, XAUDIO2_DEFAULT_PROCESSOR) != S_OK) {
        WIN_CoUninitialize();
        SDL_SetError("XAudio2: XAudio2Create() failed");
        return 0;  /* not available. */
    }
    IXAudio2_Release(ixa2);

    /* Set the function pointers */
    impl->DetectDevices = XAUDIO2_DetectDevices;
    impl->OpenDevice = XAUDIO2_OpenDevice;
    impl->PlayDevice = XAUDIO2_PlayDevice;
    impl->WaitDevice = XAUDIO2_WaitDevice;
    impl->WaitDone = XAUDIO2_WaitDone;
    impl->GetDeviceBuf = XAUDIO2_GetDeviceBuf;
    impl->CloseDevice = XAUDIO2_CloseDevice;
    impl->Deinitialize = XAUDIO2_Deinitialize;

    return 1;   /* this audio target is available. */
#endif
}
コード例 #8
0
ファイル: SDL_xaudio2.c プロジェクト: Distrotech/SDL
static void
XAUDIO2_CloseDevice(_THIS)
{
    if (this->hidden != NULL) {
        IXAudio2 *ixa2 = this->hidden->ixa2;
        IXAudio2SourceVoice *source = this->hidden->source;
        IXAudio2MasteringVoice *mastering = this->hidden->mastering;

        if (source != NULL) {
            IXAudio2SourceVoice_Stop(source, 0, XAUDIO2_COMMIT_NOW);
            IXAudio2SourceVoice_FlushSourceBuffers(source);
            IXAudio2SourceVoice_DestroyVoice(source);
        }
        if (ixa2 != NULL) {
            IXAudio2_StopEngine(ixa2);
        }
        if (mastering != NULL) {
            IXAudio2MasteringVoice_DestroyVoice(mastering);
        }
        if (ixa2 != NULL) {
            IXAudio2_Release(ixa2);
        }
        SDL_free(this->hidden->mixbuf);
        if (this->hidden->semaphore != NULL) {
            SDL_DestroySemaphore(this->hidden->semaphore);
        }

        SDL_free(this->hidden);
        this->hidden = NULL;
    }
}
コード例 #9
0
ファイル: SDL_xaudio2.c プロジェクト: Distrotech/SDL
static int
XAUDIO2_Init(SDL_AudioDriverImpl * impl)
{
#ifndef SDL_XAUDIO2_HAS_SDK
    SDL_SetError("XAudio2: SDL was built without XAudio2 support (old DirectX SDK).");
    return 0;  /* no XAudio2 support, ever. Update your SDK! */
#else
    /* XAudio2Create() is a macro that uses COM; we don't load the .dll */
    IXAudio2 *ixa2 = NULL;
#if defined(__WIN32__)
    // TODO, WinRT: Investigate using CoInitializeEx here
    if (FAILED(WIN_CoInitialize())) {
        SDL_SetError("XAudio2: CoInitialize() failed");
        return 0;
    }
#endif

    if (XAudio2Create(&ixa2, 0, XAUDIO2_DEFAULT_PROCESSOR) != S_OK) {
#if defined(__WIN32__)
        WIN_CoUninitialize();
#endif
        SDL_SetError("XAudio2: XAudio2Create() failed at initialization");
        return 0;  /* not available. */
    }
    IXAudio2_Release(ixa2);

    /* Set the function pointers */
    impl->DetectDevices = XAUDIO2_DetectDevices;
    impl->OpenDevice = XAUDIO2_OpenDevice;
    impl->PlayDevice = XAUDIO2_PlayDevice;
    impl->WaitDevice = XAUDIO2_WaitDevice;
    impl->WaitDone = XAUDIO2_WaitDone;
    impl->GetDeviceBuf = XAUDIO2_GetDeviceBuf;
    impl->CloseDevice = XAUDIO2_CloseDevice;
    impl->Deinitialize = XAUDIO2_Deinitialize;

    /* !!! FIXME: We can apparently use a C++ interface on Windows 8
     * !!! FIXME: (Windows::Devices::Enumeration::DeviceInformation) for device
     * !!! FIXME: detection, but it's not implemented here yet.
     * !!! FIXME:  see http://blogs.msdn.com/b/chuckw/archive/2012/04/02/xaudio2-and-windows-8-consumer-preview.aspx
     * !!! FIXME:  for now, force the default device.
     */
#if defined(SDL_XAUDIO2_WIN8) || defined(__WINRT__)
    impl->OnlyHasDefaultOutputDevice = 1;
#endif

    return 1;   /* this audio target is available. */
#endif
}
コード例 #10
0
ファイル: snd.c プロジェクト: punesemu/puNES
void snd_stop(void) {
	xaudio2.opened = FALSE;

	if (xaudio2.source) {
		IXAudio2SourceVoice_Stop(xaudio2.source, 0, XAUDIO2_COMMIT_NOW);
		IXAudio2SourceVoice_FlushSourceBuffers(xaudio2.source);
		IXAudio2SourceVoice_DestroyVoice(xaudio2.source);
		xaudio2.source = NULL;
	}

	if (xaudio2.engine) {
	    IXAudio2_StopEngine(xaudio2.engine);
	}

	if (xaudio2.master) {
		IXAudio2MasteringVoice_DestroyVoice(xaudio2.master);
		xaudio2.master = NULL;
	}

	if (xaudio2.engine) {
		IXAudio2_Release(xaudio2.engine);
		xaudio2.engine = NULL;
	}

	if (snd.cache) {
		if (SNDCACHE->start) {
			free(SNDCACHE->start);
		}

		if (SNDCACHE->silence) {
			free(SNDCACHE->silence);
		}

	    if (xaudio2.semaphore) {
	        CloseHandle(xaudio2.semaphore);
	        xaudio2.semaphore = NULL;
	    }

		snd.cache = NULL;
	}

	if (audio_channels_quit) {
		audio_channels_quit();
	}

	if (audio_quality_quit) {
		audio_quality_quit();
	}
}
コード例 #11
0
ファイル: drv_xaudio2.c プロジェクト: OS2World/LIB-SDL-2014
static BOOL XAudio2_IsPresent(void) {
	HRESULT r;

	if (pXAudio2 == NULL) {
#ifndef _XBOX
		CoInitializeEx(NULL, COINIT_MULTITHREADED);
#endif
		r = XAudio2Create(&pXAudio2, 0, XAUDIO2_DEFAULT_PROCESSOR);
		if (pXAudio2) {
			IXAudio2_Release(pXAudio2);
			pXAudio2 = NULL;
		}
#ifndef _XBOX
		CoUninitialize();
#endif
		if (FAILED(r))
			return 0;
	}
	return 1;
}
コード例 #12
0
ファイル: xaudio-c.c プロジェクト: Wyrick/RetroArch
void xaudio2_free(xaudio2_t *handle)
{
   if (handle)
   {
      if (handle->pSourceVoice)
      {
         IXAudio2SourceVoice_Stop(handle->pSourceVoice, 0, XAUDIO2_COMMIT_NOW);
         IXAudio2SourceVoice_DestroyVoice(handle->pSourceVoice);
      }

      if (handle->pMasterVoice)
         IXAudio2MasteringVoice_DestroyVoice(handle->pMasterVoice);

      if (handle->pXAudio2)
         IXAudio2_Release(handle->pXAudio2);

      if (handle->hEvent)
         CloseHandle(handle->hEvent);

      free(handle->buf);
      free(handle);
   }
}
コード例 #13
0
ファイル: drv_xaudio2.c プロジェクト: OS2World/LIB-SDL-2014
static void XAudio2_Exit(void) {
	if (UpdateBufferHandle != NULL) {
		/* signal thread to exit and wait for the exit */
		if (threadInUse) {
			threadInUse = 0;
			MUTEX_UNLOCK(vars);
			SetEvent(hBufferEvent);
			WaitForSingleObject(UpdateBufferHandle, INFINITE);
			MUTEX_LOCK(vars);
		}
		CloseHandle(UpdateBufferHandle);
		UpdateBufferHandle = NULL;
	}
	IXAudio2SourceVoice_Stop(pSourceVoice, 0, 0);
	if (pSourceVoice) {
		IXAudio2SourceVoice_DestroyVoice(pSourceVoice);
		pSourceVoice = NULL;
	}
	if (pMasterVoice) {
		IXAudio2MasteringVoice_DestroyVoice(pMasterVoice);
		pMasterVoice = NULL;
	}
	if (pXAudio2) {
		IXAudio2_Release(pXAudio2);
		pXAudio2 = NULL;
	}
#ifndef __cplusplus
	if (hBufferEvent != NULL) {
		CloseHandle(hBufferEvent);
		hBufferEvent = NULL;
	}
#endif
#ifndef _XBOX
	CoUninitialize();
#endif
	VC_Exit();
}
コード例 #14
0
ファイル: SDL_xaudio2.c プロジェクト: Distrotech/SDL
static int
XAUDIO2_OpenDevice(_THIS, void *handle, const char *devname, int iscapture)
{
    HRESULT result = S_OK;
    WAVEFORMATEX waveformat;
    int valid_format = 0;
    SDL_AudioFormat test_format = SDL_FirstAudioFormat(this->spec.format);
    IXAudio2 *ixa2 = NULL;
    IXAudio2SourceVoice *source = NULL;
#if defined(SDL_XAUDIO2_WIN8)
    LPCWSTR devId = NULL;
#else
    UINT32 devId = 0;  /* 0 == system default device. */
#endif

    static IXAudio2VoiceCallbackVtbl callbacks_vtable = {
        VoiceCBOnVoiceProcessPassStart,
        VoiceCBOnVoiceProcessPassEnd,
        VoiceCBOnStreamEnd,
        VoiceCBOnBufferStart,
        VoiceCBOnBufferEnd,
        VoiceCBOnLoopEnd,
        VoiceCBOnVoiceError
    };

    static IXAudio2VoiceCallback callbacks = { &callbacks_vtable };

#if defined(SDL_XAUDIO2_WIN8)
    /* !!! FIXME: hook up hotplugging. */
#else
    if (handle != NULL) {  /* specific device requested? */
        /* -1 because we increment the original value to avoid NULL. */
        const size_t val = ((size_t) handle) - 1;
        devId = (UINT32) val;
    }
#endif

    if (XAudio2Create(&ixa2, 0, XAUDIO2_DEFAULT_PROCESSOR) != S_OK) {
        return SDL_SetError("XAudio2: XAudio2Create() failed at open.");
    }

    /*
    XAUDIO2_DEBUG_CONFIGURATION debugConfig;
    debugConfig.TraceMask = XAUDIO2_LOG_ERRORS; //XAUDIO2_LOG_WARNINGS | XAUDIO2_LOG_DETAIL | XAUDIO2_LOG_FUNC_CALLS | XAUDIO2_LOG_TIMING | XAUDIO2_LOG_LOCKS | XAUDIO2_LOG_MEMORY | XAUDIO2_LOG_STREAMING;
    debugConfig.BreakMask = XAUDIO2_LOG_ERRORS; //XAUDIO2_LOG_WARNINGS;
    debugConfig.LogThreadID = TRUE;
    debugConfig.LogFileline = TRUE;
    debugConfig.LogFunctionName = TRUE;
    debugConfig.LogTiming = TRUE;
    ixa2->SetDebugConfiguration(&debugConfig);
    */

    /* Initialize all variables that we clean on shutdown */
    this->hidden = (struct SDL_PrivateAudioData *)
        SDL_malloc((sizeof *this->hidden));
    if (this->hidden == NULL) {
        IXAudio2_Release(ixa2);
        return SDL_OutOfMemory();
    }
    SDL_memset(this->hidden, 0, (sizeof *this->hidden));

    this->hidden->ixa2 = ixa2;
    this->hidden->semaphore = SDL_CreateSemaphore(1);
    if (this->hidden->semaphore == NULL) {
        XAUDIO2_CloseDevice(this);
        return SDL_SetError("XAudio2: CreateSemaphore() failed!");
    }

    while ((!valid_format) && (test_format)) {
        switch (test_format) {
        case AUDIO_U8:
        case AUDIO_S16:
        case AUDIO_S32:
        case AUDIO_F32:
            this->spec.format = test_format;
            valid_format = 1;
            break;
        }
        test_format = SDL_NextAudioFormat();
    }

    if (!valid_format) {
        XAUDIO2_CloseDevice(this);
        return SDL_SetError("XAudio2: Unsupported audio format");
    }

    /* Update the fragment size as size in bytes */
    SDL_CalculateAudioSpec(&this->spec);

    /* We feed a Source, it feeds the Mastering, which feeds the device. */
    this->hidden->mixlen = this->spec.size;
    this->hidden->mixbuf = (Uint8 *) SDL_malloc(2 * this->hidden->mixlen);
    if (this->hidden->mixbuf == NULL) {
        XAUDIO2_CloseDevice(this);
        return SDL_OutOfMemory();
    }
    this->hidden->nextbuf = this->hidden->mixbuf;
    SDL_memset(this->hidden->mixbuf, 0, 2 * this->hidden->mixlen);

    /* We use XAUDIO2_DEFAULT_CHANNELS instead of this->spec.channels. On
       Xbox360, this means 5.1 output, but on Windows, it means "figure out
       what the system has." It might be preferable to let XAudio2 blast
       stereo output to appropriate surround sound configurations
       instead of clamping to 2 channels, even though we'll configure the
       Source Voice for whatever number of channels you supply. */
#if SDL_XAUDIO2_WIN8
    result = IXAudio2_CreateMasteringVoice(ixa2, &this->hidden->mastering,
                                           XAUDIO2_DEFAULT_CHANNELS,
                                           this->spec.freq, 0, devId, NULL, AudioCategory_GameEffects);
#else
    result = IXAudio2_CreateMasteringVoice(ixa2, &this->hidden->mastering,
                                           XAUDIO2_DEFAULT_CHANNELS,
                                           this->spec.freq, 0, devId, NULL);
#endif
    if (result != S_OK) {
        XAUDIO2_CloseDevice(this);
        return SDL_SetError("XAudio2: Couldn't create mastering voice");
    }

    SDL_zero(waveformat);
    if (SDL_AUDIO_ISFLOAT(this->spec.format)) {
        waveformat.wFormatTag = WAVE_FORMAT_IEEE_FLOAT;
    } else {
        waveformat.wFormatTag = WAVE_FORMAT_PCM;
    }
    waveformat.wBitsPerSample = SDL_AUDIO_BITSIZE(this->spec.format);
    waveformat.nChannels = this->spec.channels;
    waveformat.nSamplesPerSec = this->spec.freq;
    waveformat.nBlockAlign =
        waveformat.nChannels * (waveformat.wBitsPerSample / 8);
    waveformat.nAvgBytesPerSec =
        waveformat.nSamplesPerSec * waveformat.nBlockAlign;
    waveformat.cbSize = sizeof(waveformat);

#ifdef __WINRT__
    // DLudwig: for now, make XAudio2 do sample rate conversion, just to
    // get the loopwave test to work.
    //
    // TODO, WinRT: consider removing WinRT-specific source-voice creation code from SDL_xaudio2.c
    result = IXAudio2_CreateSourceVoice(ixa2, &source, &waveformat,
                                        0,
                                        1.0f, &callbacks, NULL, NULL);
#else
    result = IXAudio2_CreateSourceVoice(ixa2, &source, &waveformat,
                                        XAUDIO2_VOICE_NOSRC |
                                        XAUDIO2_VOICE_NOPITCH,
                                        1.0f, &callbacks, NULL, NULL);

#endif
    if (result != S_OK) {
        XAUDIO2_CloseDevice(this);
        return SDL_SetError("XAudio2: Couldn't create source voice");
    }
    this->hidden->source = source;

    /* Start everything playing! */
    result = IXAudio2_StartEngine(ixa2);
    if (result != S_OK) {
        XAUDIO2_CloseDevice(this);
        return SDL_SetError("XAudio2: Couldn't start engine");
    }

    result = IXAudio2SourceVoice_Start(source, 0, XAUDIO2_COMMIT_NOW);
    if (result != S_OK) {
        XAUDIO2_CloseDevice(this);
        return SDL_SetError("XAudio2: Couldn't start source voice");
    }

    return 0; /* good to go. */
}
コード例 #15
0
ファイル: drv_xaudio2.c プロジェクト: OS2World/LIB-SDL-2014
static int XAudio2_Init(void) {
	UINT32 flags;
	DWORD thread_id;
	WAVEFORMATEX wfmt;

	memset(&wfmt, 0, sizeof(WAVEFORMATEX));
	wfmt.wFormatTag= (md_mode & DMODE_FLOAT)? WAVE_FORMAT_IEEE_FLOAT : WAVE_FORMAT_PCM;
	wfmt.nChannels = (md_mode & DMODE_STEREO)? 2: 1;
	wfmt.nSamplesPerSec = md_mixfreq;
	wfmt.wBitsPerSample = (md_mode & DMODE_FLOAT)? 32: (md_mode & DMODE_16BITS)? 16: 8;
	wfmt.nBlockAlign = (wfmt.wBitsPerSample * wfmt.nChannels) / 8;
	wfmt.nAvgBytesPerSec = wfmt.nSamplesPerSec * wfmt.nBlockAlign;
	if (wfmt.nSamplesPerSec < XAUDIO2_MIN_SAMPLE_RATE ||
	    wfmt.nSamplesPerSec > XAUDIO2_MAX_SAMPLE_RATE ||
	    wfmt.nChannels > XAUDIO2_MAX_AUDIO_CHANNELS) {
		return 1;
	}

	current_buf = 0;
	flags = 0;
#if defined(_DEBUG) && !defined(DRV_XAUDIO28)
/*	flags |= XAUDIO2_DEBUG_ENGINE;*/
#endif
#ifndef _XBOX
	CoInitializeEx(NULL, COINIT_MULTITHREADED);
#endif
	if (FAILED(XAudio2Create(&pXAudio2, flags, XAUDIO2_DEFAULT_PROCESSOR))) {
		goto fail;
	}
#if defined(DRV_XAUDIO28)
	if (FAILED(IXAudio2_CreateMasteringVoice(pXAudio2, &pMasterVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE,
						 0, NULL, NULL, AudioCategory_Other))) {
		goto fail;
	}
#else
	if (FAILED(IXAudio2_CreateMasteringVoice(pXAudio2, &pMasterVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, 0, NULL))) {
		goto fail;
	}
#endif
	if (FAILED(IXAudio2_CreateSourceVoice(pXAudio2, &pSourceVoice, &wfmt, 0, 1.0f, pcbVoice, NULL, NULL))) {
		goto fail;
	}
#ifndef __cplusplus
	if ((hBufferEvent = CreateEvent(NULL, FALSE, FALSE, "libmikmod XAudio2 Driver buffer Event")) == NULL) {
		goto fail;
	}
#endif
	if ((UpdateBufferHandle = CreateThread(NULL, 0, UpdateBufferProc, NULL, CREATE_SUSPENDED, &thread_id)) == NULL) {
		goto fail;
	}
#if defined HAVE_SSE2
	/* this test only works on Windows XP or later */
	if (IsProcessorFeaturePresent(PF_XMMI64_INSTRUCTIONS_AVAILABLE)) {
		md_mode|=DMODE_SIMDMIXER;
	}
#endif
	return VC_Init();

fail:
	if (pSourceVoice) {
		IXAudio2SourceVoice_DestroyVoice(pSourceVoice);
		pSourceVoice = NULL;
	}
	if (pMasterVoice) {
		IXAudio2MasteringVoice_DestroyVoice(pMasterVoice);
		pMasterVoice = NULL;
	}
	if (pXAudio2) {
		IXAudio2_Release(pXAudio2);
		pXAudio2 = NULL;
	}
#ifndef _XBOX
	CoUninitialize();
#endif
	return 1;
}
コード例 #16
0
static int
XAUDIO2_OpenDevice(_THIS, const char *devname, int iscapture)
{
    HRESULT result = S_OK;
    WAVEFORMATEX waveformat;
    int valid_format = 0;
    SDL_AudioFormat test_format = SDL_FirstAudioFormat(this->spec.format);
    IXAudio2 *ixa2 = NULL;
    IXAudio2SourceVoice *source = NULL;
    UINT32 devId = 0;  /* 0 == system default device. */

	static IXAudio2VoiceCallbackVtbl callbacks_vtable = {
	    VoiceCBOnVoiceProcessPassStart,
        VoiceCBOnVoiceProcessPassEnd,
        VoiceCBOnStreamEnd,
        VoiceCBOnBufferStart,
        VoiceCBOnBufferEnd,
        VoiceCBOnLoopEnd,
        VoiceCBOnVoiceError
	};

	static IXAudio2VoiceCallback callbacks = { &callbacks_vtable };

	// add WIN_CoInitialize() and WIN_CoUninitialize here;
	// to avoid XAudio2Create return hr	0x800401f0 ипн╢╣Всц CoInitialize;

    if (iscapture) {
        SDL_SetError("XAudio2: capture devices unsupported.");
        return 0;
    } else if (XAudio2Create(&ixa2, 0, XAUDIO2_DEFAULT_PROCESSOR) != S_OK) {
        SDL_SetError("XAudio2: XAudio2Create() failed.");
        return 0;
    }

    if (devname != NULL) {
        UINT32 devcount = 0;
        UINT32 i = 0;

        if (IXAudio2_GetDeviceCount(ixa2, &devcount) != S_OK) {
            IXAudio2_Release(ixa2);
            SDL_SetError("XAudio2: IXAudio2_GetDeviceCount() failed.");
            return 0;
        }
        for (i = 0; i < devcount; i++) {
            XAUDIO2_DEVICE_DETAILS details;
            if (IXAudio2_GetDeviceDetails(ixa2, i, &details) == S_OK) {
                char *str = utf16_to_utf8(details.DisplayName);
                if (str != NULL) {
                    const int match = (SDL_strcmp(str, devname) == 0);
                    SDL_free(str);
                    if (match) {
                        devId = i;
                        break;
                    }
                }
            }
        }

        if (i == devcount) {
            IXAudio2_Release(ixa2);
            SDL_SetError("XAudio2: Requested device not found.");
            return 0;
        }
    }

    /* Initialize all variables that we clean on shutdown */
    this->hidden = (struct SDL_PrivateAudioData *)
        SDL_malloc((sizeof *this->hidden));
    if (this->hidden == NULL) {
        IXAudio2_Release(ixa2);
        SDL_OutOfMemory();
        return 0;
    }
    SDL_memset(this->hidden, 0, (sizeof *this->hidden));

    this->hidden->ixa2 = ixa2;
    this->hidden->semaphore = CreateSemaphore(NULL, 1, 2, NULL);
    if (this->hidden->semaphore == NULL) {
        XAUDIO2_CloseDevice(this);
        SDL_SetError("XAudio2: CreateSemaphore() failed!");
        return 0;
    }

    while ((!valid_format) && (test_format)) {
        switch (test_format) {
        case AUDIO_U8:
        case AUDIO_S16:
        case AUDIO_S32:
        case AUDIO_F32:
            this->spec.format = test_format;
            valid_format = 1;
            break;
        }
        test_format = SDL_NextAudioFormat();
    }

    if (!valid_format) {
        XAUDIO2_CloseDevice(this);
        SDL_SetError("XAudio2: Unsupported audio format");
        return 0;
    }

    /* Update the fragment size as size in bytes */
    SDL_CalculateAudioSpec(&this->spec);

    /* We feed a Source, it feeds the Mastering, which feeds the device. */
    this->hidden->mixlen = this->spec.size;
    this->hidden->mixbuf = (Uint8 *) SDL_malloc(2 * this->hidden->mixlen);
    if (this->hidden->mixbuf == NULL) {
        XAUDIO2_CloseDevice(this);
        SDL_OutOfMemory();
        return 0;
    }
    this->hidden->nextbuf = this->hidden->mixbuf;
    SDL_memset(this->hidden->mixbuf, 0, 2 * this->hidden->mixlen);

    /* We use XAUDIO2_DEFAULT_CHANNELS instead of this->spec.channels. On
       Xbox360, this means 5.1 output, but on Windows, it means "figure out
       what the system has." It might be preferable to let XAudio2 blast
       stereo output to appropriate surround sound configurations
       instead of clamping to 2 channels, even though we'll configure the
       Source Voice for whatever number of channels you supply. */
    result = IXAudio2_CreateMasteringVoice(ixa2, &this->hidden->mastering,
                                           XAUDIO2_DEFAULT_CHANNELS,
                                           this->spec.freq, 0, devId, NULL);
    if (result != S_OK) {
        XAUDIO2_CloseDevice(this);
        SDL_SetError("XAudio2: Couldn't create mastering voice");
        return 0;
    }

    SDL_zero(waveformat);
    if (SDL_AUDIO_ISFLOAT(this->spec.format)) {
        waveformat.wFormatTag = WAVE_FORMAT_IEEE_FLOAT;
    } else {
        waveformat.wFormatTag = WAVE_FORMAT_PCM;
    }
    waveformat.wBitsPerSample = SDL_AUDIO_BITSIZE(this->spec.format);
    waveformat.nChannels = this->spec.channels;
    waveformat.nSamplesPerSec = this->spec.freq;
    waveformat.nBlockAlign =
        waveformat.nChannels * (waveformat.wBitsPerSample / 8);
    waveformat.nAvgBytesPerSec =
        waveformat.nSamplesPerSec * waveformat.nBlockAlign;

    result = IXAudio2_CreateSourceVoice(ixa2, &source, &waveformat,
                                        XAUDIO2_VOICE_NOSRC |
                                        XAUDIO2_VOICE_NOPITCH,
                                        1.0f, &callbacks, NULL, NULL);
    if (result != S_OK) {
        XAUDIO2_CloseDevice(this);
        SDL_SetError("XAudio2: Couldn't create source voice");
        return 0;
    }
    this->hidden->source = source;

    /* Start everything playing! */
    result = IXAudio2_StartEngine(ixa2);
    if (result != S_OK) {
        XAUDIO2_CloseDevice(this);
        SDL_SetError("XAudio2: Couldn't start engine");
        return 0;
    }

    result = IXAudio2SourceVoice_Start(source, 0, XAUDIO2_COMMIT_NOW);
    if (result != S_OK) {
        XAUDIO2_CloseDevice(this);
        SDL_SetError("XAudio2: Couldn't start source voice");
        return 0;
    }

    return 1; /* good to go. */
}
コード例 #17
0
ga_DeviceImpl_XAudio2* gaX_device_open_xaudio2(gc_int32 in_numBuffers, gc_int32 in_numSamples, ga_Format* in_format)
{
  ga_DeviceImpl_XAudio2* ret = gcX_ops->allocFunc(sizeof(ga_DeviceImpl_XAudio2));
  HRESULT result;
  WAVEFORMATEX fmt;
  gc_int32 i;
  ret->devType = GA_DEVICE_TYPE_XAUDIO2;
  ret->numBuffers = in_numBuffers;
  ret->numSamples = in_numSamples;
  memcpy(&ret->format, in_format, sizeof(ga_Format));
  ret->sampleSize = ga_format_sampleSize(in_format);
  ret->nextBuffer = 0;
  ret->xa = 0;
  ret->master = 0;

  CoInitializeEx(NULL, COINIT_MULTITHREADED);
  result = XAudio2Create(&ret->xa, 0, XAUDIO2_DEFAULT_PROCESSOR);
  if(FAILED(result))
    goto cleanup;

  result = IXAudio2_CreateMasteringVoice(ret->xa, &ret->master, 2, 44100, 0, 0, 0);
  if(FAILED(result))
    goto cleanup;

  fmt.cbSize = sizeof(WAVEFORMATEX);
  ZeroMemory(&fmt, sizeof(WAVEFORMATEX));
  fmt.cbSize = sizeof(WAVEFORMATEX);
  fmt.wFormatTag = WAVE_FORMAT_PCM;
  fmt.nChannels = 2;
  fmt.wBitsPerSample = 16;
  fmt.nSamplesPerSec = 44100;
  fmt.nBlockAlign = fmt.nChannels * (fmt.wBitsPerSample / 8);
  fmt.nAvgBytesPerSec = fmt.nSamplesPerSec * fmt.nBlockAlign;

  result = IXAudio2_CreateSourceVoice(ret->xa, &ret->source, &fmt, XAUDIO2_VOICE_NOPITCH, XAUDIO2_DEFAULT_FREQ_RATIO, 0, 0, 0);
  if(FAILED(result))
    goto cleanup;

  result =IXAudio2_StartEngine(ret->xa);
  if(FAILED(result))
    goto cleanup;

  result = IXAudio2SourceVoice_Start(ret->source, 0, XAUDIO2_COMMIT_NOW);
  if(FAILED(result))
    goto cleanup;

  ret->buffers = gcX_ops->allocFunc(ret->numBuffers * sizeof(void*));
  for(i = 0; i < ret->numBuffers; ++i)
    ret->buffers[i] = gcX_ops->allocFunc(ret->numSamples * ret->sampleSize);

  return ret;

cleanup:
  if(ret->source)
  {
    IXAudio2SourceVoice_Stop(ret->source, 0, XAUDIO2_COMMIT_NOW);
    IXAudio2SourceVoice_FlushSourceBuffers(ret->source);
    IXAudio2SourceVoice_DestroyVoice(ret->source);
  }
  if(ret->xa)
    IXAudio2_StopEngine(ret->xa);
  if(ret->master)
    IXAudio2MasteringVoice_DestroyVoice(ret->master);
  if(ret->xa)
    IXAudio2_Release(ret->xa);
  CoUninitialize();
  gcX_ops->freeFunc(ret);
  return 0;
}